I don't know about anyone else, but my hype for this game just increased by 
about 10. This article, compared with the awesome gameplay footage from tgs, is 
making me very excited... I've never sceen DOA as a technical or deep fighter, 
and compared to other games this looks to be the same, but with a more stylish 
touch. I can't wait to play this... hope we get a demo before release. I still 
have my copy of DOA 2 for the ps2... and still enjoy playing it.

Since former Team Ninja head Tomonobu Itagaki left the company on less than 
friendly
terms, the developer and its owner Tecmo Koei have slowly rebuilt the group and 
its
franchises. We've seen much of Ninja Gaiden, with Ninja Gaiden 3 hitting PS3 and
360 in March and a Vita release of Ninja Gaiden Sigma planned for some time near
that handheld's February launch. Conversely, things had been relatively quiet 
with
Itagaki's other big franchise, Dead or Alive (save for an adequate 3DS title). 
Now
the fighting franchise is finally ready to formally return with a new numbered 
entry,
Dead or Alive 5, and its coming to both 360 and PS3.
Above: Our interview with DOA5's director Mr Shimbori
Though we'd seen it at Tokyo Game Show
this year
, today was the first time press had a chance to actually play the game. For a 
series
that had increasingly been known for its sex appeal instead of its gameplay, our
first match showed the heightened emphasis on action. As rivals Ryu and Hayate 
entered
the stage, we saw the battles were quick, the early combos easy to grasp, and it
was all wrapped up in a package of shiny graphics including a new emphasis on 
dirty
and sweat appearing on the fighters. But from the start the game had a tutorial,
which didn't make much sense to us until we pressed the right shoulder button.
Programmed to that button is a charge move that (when pulled off correctly) 
sends
the fighter and their victim into a cinematic auto-combo that pauses at the end,
which initially confused us. Soon we figured out that the brief pause lets the 
player
choose which direction they will launch their opponent in after the flurry of 
strikes,
which added some strategy to the sortie. If you acted fast enough you could 
cause
an explosion, a wall to fall, or even send your enemy flying off the stage. Then
an extended rock-paper-scissors style quick time event happens as you try to 
launch
your enemy off the edge of the platform for extra damage.
Down on the ground we got into even more involved exchanges, sending opponents 
flying
into electrified fences and once even tossing them into a car that had been 
suspended
in mid-air. The stage was full of little environmental touches like that, ones 
that
could cause a dozen or so interesting moments on top of the standard combat 
happening
in the arena. Sadly, the game seems to be in early development still, as the 
only
stage ready to be shown was the same one that debuted in video form during TGS, 
but
it was still fun to direct the action in it ourselves.
The other thing worth noting about this event was it was the first time Team 
Ninja
had shown any of DOA5's ladies, as series regulars Ayane and Hitomi were also 
playable.
Obviously this is our initial look at them so we aren't sure just how they'll be
treated in the final game, but by DOA standards their costumes and (how to put 
this
delicately?) jiggle-factor weren't as crazy as they'd been in years past. Both 
were
there to fight (as opposed to play volleyball sexily) and they fought as down 
and
dirty as the guys, with especially nasty combos using the action button. We'll 
wait
until we see how they're characterized in the cutscenes before we make up our 
minds
on the issue, but it seems Team Ninja has begun to tone down the fan service 
aspect
of the series that lately had been overshadowing the fighting.
---
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